17,530 Commits over 1,614 Days - 0.45cph!
fixed single unit building commands
Fixed tabbed window view buttons not being clickable
Fixed potential NRE in playerController
Auto push to public branch on steam
Fixed GameUI missing primary tooltip reference (and in turn fixes an NRE in RadialMenuWidget)
Fixed movement controls occasionally blocking deselection
Player controller clears and properly resets command pools (needs refactoring, feels like a mess)
Goats are no longer heavy as fuck to carry
Added BaseEntity.GetTypeString, override to return a nice player-friendly taxonomic phrase (wot it is, wat it do)
Disable highlighting renderer with UI
Fixed tooltip lingering when player entered fog of war
Fixed bad ThirdPersonCamera profile asset/assignment
Added "survive winter" objective to the default scenario
Command no longer uses PooledList
Command pooling clarification
fixed issue causing TerritoryLocationSelector to have a null grid.
UI refresh now happens at session end
fixed game being paused upon restart
Fixed a dumb copy+paste error
Added a recommended items to role definition, craft desires will be generated for each item when a role is assigned
Builder has hand axe, gatherer has hand axe and basket (equipping axes helps fend off early dangerous animals)
Checks if a unit already has the item and that the item is unlocked, rechecks every in-game hour to account for missing items, new unlocks
Restricted baskets to only carry food
Gatherers with baskets will now pick up baskets, fill them up with food and drop them by a campfire
Can now check if an item is in a container with an item filter
Still kinda WIP, there's some dithering where units repeatedly drop/pick up the baskets but they eventually get the job done
Added a container capacity consideration
camera fix to stop dead space when mouse over interactable object
Unit.Navigation no longer rejects partial paths providing that the distance between the desired destination and the end of the path is within a threshold defined in data (default is 5)
PlayerController focus event no longer invoked for non-player controlled units, fixing an NRE UI.UnitDetailViewModal when playing in debug mode
Tribe tracker elements only refresh on demand (via thresholds for mood and health changes)
Group and Entity.EntityActivity event cleanup in OnDestroy
Fixed tutorials loading.
Triggers will now always call Initialize (previously Setup) on game ready.
Moved initialization of triggers listening to static events to OnEnable.
Refactored player controller to handle a single interactable
Fixed building placement not working
Tribe tracker role icons, animations
Added Before/UI Portrait shader
Fixed portrait clone rotation being set to match a reference unit that is ragdolling
"triggerAttack" is the non root motion attack and "triggerAttackPounce" is the root motion one
combat ability min range WIP.
radial now shows when holding right click.
PlayerController cleanup + logging
Radial menu buffers command data and cleans up on deactivate callback
PlayerController only clears command buffers before evaluating new target in MouseOver
Fixed RadialMenuWidget NRE
More PlayerController command buffer cleanup
Baskets now get placed instead of dropped by AI gatherers, fixes baskets full of food rolling down hills and falling into the ocean
If an item is recommended by a role definition, keep desires will now treat that item as required (fixes gatherers dropping their baskets at weird times)
Tribe tracker animator rework
Fixed interactions not being properly evaluated by playerController
Removing some debug logs
PlayerController assigns default role on click failing any valid interactions (defined in entity settings)
Fixed decay values on clothing getting set in non-normalized space (was setting decay to 80 when a unit got hit, which made all of the unit's clothing invisible)
Added a slider to the Decay component inspector to manually test durability changes